Mobile nodes such as mobile phones, laptops etc are widely used nowadays. Theservices must be always available, reliable and uninterrupted. The communication must besecure. Fault tolerance is the most important feature of these systems. To make a systemfault tolerant at operating system level we apply check pointing. Security threats likeinformation leakage, information theft, information change can be done by a malicious nodeat the time of communication between two legitimate nodes. Elliptic... Topics: Fault Tolerance, Checkpointing, Mobile Computing, Security
KidzFrame is an innovative system that connectsworking parents with their children at daycare centers. Thispaper reports the findings of three focus groups and a twoweeklong field study of the system. As conclusions of ourstudy we offer six guidelines that are of direct salience fordesigners of pervasive computing services wanting to addressthe communication needs of daycare centers, parents and theirchildren. Topics: Awareness systems, user requirements elicitation, mobile computing, daycare technologies.
Book digitized by Google from the library of Harvard University and uploaded to the Internet Archive by user tpb. Topics: Wireless communication systems, Mobile communication systems, Mobile computing, Portable computers Source: http://books.google.com/books?id=ghoWAAAAYAAJ&oe=UTF-8
byN. Rajkumar, P. Subha, R. Kavitha, N.K. Senthil KUmar
In this paper, we present a new data mining algorithm which involves Data mining for multi moving nodes in a adhoc computing environment and quest the mining results to develop multichannel data allocation schemes so as to improve the overall performance of a adhoc system. First, we propose an algorithm to capture the frequent multichannel user moving nodes from a set of log data in a mobile(adhoc) environment. The algorithm proposed is enhanced with the Data mining capability and is able to... Topics: Data mining, mobile computing, user moving patterns, data allocation scheme, mobile database, adhoc...
With the ever-increasing number of applications for mobile phones, we are more and more likely to be confronted with a problem of a separation from our environment when looking at our screen. It can be easily illustrated with a mobile game that uses the real world as a platform (a location-based mobile game). Typically, the player must stop to look at the screen to get information, which then can alter the dynamics of the gameplay. One solution is to incorporate this constraint into the design... Topics: Mobile Computing, Mobile Gaming, Location-Based Gaming, Rich Tactile Feedback, Haptic Output